Saturday, November 15, 2008

40K last Saturday



I had a nice little Warhammer 40K game last weekend at Natural 20. I brought out 1500 points of Space Marines, my opponent brought Guard. It was a nice way to spend an afternoon.

Tuesday, November 4, 2008

Game accessory round-up

There are a couple of gaming accessories that I've discovered (that most people discovered a long time ago) that look like they can do a really good job of making my games a little cooler.

1: Dungeon Tiles (Wizards of the Coast)/Game Mastery Map Packs (Paizo): Most of my players are perfectly content with using a grid map with wet-erase markers. People have liked me pulling out the Dungeon Tiles recently. I don't think they pull away from the imaginative role-playing at all. They're not indispensable, but they definitely add to the minis experience.

The Dungeon Tiles are nice and affordable (about 10 bucks a pack). The sets mix-and-match pretty well, so I've had some nice dungeon layouts with them. Its nice using the outdoor tiles as well, instead of drawing out wooded areas on the battle-mat.

The map packs just look neat. I only have two sets: a tournament field, and a graveyard. They look nice, but have to fit together, puzzle-like, to set the entire scene (buildings are divided up between several tiles, for example). They're a little more specific than the dungeon tiles, and you end up spending more for less (compared to the Dungeon Tiles), but they look nice, and have very specific set-dressing.

2: Chronoscope miniatures (Reaper): I like subtle genre-mixing in my games. My sci-fi games have a little cyberpunk-feel to them. My fantasy incorporates horror. The Chronoscope minis are a collection of minis sculpted to resemble either specific time-period characters (like 19th century British soldiers or 20th century James Bond types) or genre-mixed characters (like, my favorite, a dwarfish dude with a sword, leather-cap and gatling gun). I haven't painted any up yet, but they'll be next on the list after my 40K army.

Monday, September 15, 2008

HEY EVERYONE, WAKE UP!

Okay, everyone...don't panic. I've come to a decision.

Space Marines will be my first 40K army.

Okay, you can go back to sleep now.

Monday, September 8, 2008

Teaching historical swordsmanship classes at an SCA event this weekend

I'm teaching 3 classes this upcoming weekend at the East Kingdom University in the Barony of Iron Bog:

Wards and Attacks for Italian Rapier

English Culture and Italian Fighting

Gentleman's Quarrel:Dueling Across Europe

Go to http://eastkingdom.org/event-detail.html?eid=1617 for more information on the event (such as directions, cost, etc.).

Sunday, September 7, 2008

Weekend gaming thoughts

Spent yesterday at my friendly local gaming store. I picked up the new Warhammer 40K boxed set (I'll be opening that sometime this week to start painting). I also got to play Dust, a board game that plays a little like a bastard child of Risk and Axis and Allies. Great fun.

I've been spending my Saturday's down at Natural 20 in Westmont. The nice thing has been that I've gotten to play games I'd never thought of playing before. Last week, I watched a game of AT-43(sci-fi minis combat), the week before, it was some other board game...great fun.

I've led a pretty insular life when it comes to gaming. I used to be very uptight about finding small groups to play with. Now, I really enjoy hanging out in a store, playing anything new that anyone recommends. I think that's why I enjoy playing Warhammer, too...I like the idea of just bringing an army to a store, and playing anyone who's up for a game.

I own so many games, its ridiculous. I recently had the revelation: if I'm not careful, I'll never actually get to play any of these. So now, I'm making an effort to play the stuff I have o9n my shelves. It may sound elementary, but with a collection like mine, you can kind of forget that they're supposed to be taken out and played and enjoyed.

Sunday, August 31, 2008

The Last Prophecy of Porter the Grimm: some background for my Warhammer Fantasy Roleplay game

Porter served most of his life as a monk in the Order of Sigmar, tending to the monastery’s herb garden, and living a simple, cloistered life. Things changed for him when the visions started. He began to foresee terrible events, such as attacks by Chaos into particular villages, murders of prominent nobles, and natural disasters. The clergy tolerated this for a time, until two things happened. One, the scribe at the monestary began to transcribe and illuminate his prophecies. Two, his last prophecy involved the Emperor himself. The Inquisition quickly and quietly tried Porter the Grimm and the scribe (known only as Colemann), and ordered them put to death, and the copies of the prophecies burnt. Colemann was taken from his cell late at night, and hung. Porter was nowhere to be found.

Porter escaped to the foothills of the Grey Mountains, and lived out the rest of his life as a hermit. He traded with a small household of dwarves on occasion, trading his visions and dreams for food and company. Orcs eventually killed Porter in the night, but the dwarves carried word about the Prophet of the Hills into the Empire.

In recent times, the Last Prophecy of Porter the Grimm has turned up again. A printed version of his prophecies about the last days of the Emperor has made its way around Altdorf. The Church is not pleased, and is doing everything in its power to find the underground printing-press that is making these, and destroying every copy they can find.

Wednesday, August 27, 2008

Warhammer Progress

Progress on my Warhammer Fantasy Battles army:

Since last week:

I've assembled a unit of Bretonnian men-at-arms, painted them, and based them.

I've primed ten Bretonnian knights/mounted men-at-arms.

I've finished painting 3 Bretonnian knights.

I've painted my first piece of Warhammer terrain (a gatehouse that my son got me for my birthday).

I have a total of about a hundred and seven Bretonnian models. All but eight are fully painted. I'll start the trebuchet this weekend. I've yet to assemble the dwarves and night goblins I have in the box.

My wife is taking pictures of the collection now, as I write.

I also picked up the new 40K rulebook on Saturday, and am trying to decide between Tau, Imperial Guard, and Space Marines. Any suggestions?

Wednesday, July 16, 2008

The setting for my new Star Wars RPG

Troius Sector: A Gazateer

Background

The Troius Sector is a collection of roughly a dozen star systems, located in a remote portion of the Tingel Arm, in the Outer Rim. Its nearest pathway to the civilization of the colonies and the core worlds is the Hydian Way, a trade route that connects the Corporate Sector to the core. It is still a long-distance run to make it to the Hydian Way, though, and there are few safe routes.


The sector has a long history, stretching back to the ancient days of the Old Republic. Its prosperity has crested and fallen a dozen times, and is now, in the time of the Empire, at a low point. Very few worlds in the sector support wealthy individuals and opulent lifestyles. A majority of the worlds support laborers, farmers, miners, and entire cultures of people trying to squeeze a living out of the earth or out of industry. It’s among the lower-classes that thoughts of Rebellion are strongest; for now, the Emperor takes good care of his ruling-classes.


This is a low-priority sector for the Empire. Since there is very little trouble reported by the local governors, the Emperor devotes relatively few resources there. Local militaries and police keep things safe and incidents of rebellion are quickly, and quietly, deterred.


There is very little commerce between the sector and the rest of the galaxy at large. Commerce is managed by a series of guilds (much as it is in the rest of the galaxy). Independent traders thrive; most people in economically depressed locations are more likely to buy their wares from small-time merchants who cannot afford to purchase their supplies and products through high-cost suppliers. Small independent traders support themselves by supplying small merchants on distant worlds with the goods they need, typically while avoiding Imperial tariffs and licenses.


Hyperspace Travel through the Sector

Hyperspace travel throughout the sector isn’t much different than travel throughout most of the rest of the galaxy. Ships’ crew must constantly update navicomputer data to take into account the constant motion and influence of stellar bodies. Miscalculation of navigation data can lead, at best, to a delayed trip or a mis-jump. At worst, a ship can get lost of the aether of hyperspace or be destroyed when its re-entry into realspace comes too close to a star or planet.


Like many other sectors, Troius Sector has a small combination of unique hazards to navigators and pilots must contend with. A nebula dominates the easiest access point between the Hydian Way and the Trois Trade Route (the most heavily used route into and out of the sector). Most pilots plot courses to the mouth of the Nebula Gates, and slowly re-calculate a route through the Opal Nebula Via (the path that feeds into the Hydian Way). This re-calculation point is used as an ambush point occasionally by pirates, hoping to catch a ship’s crew busy with new hyperspace calculations.


The Pearls are another unusual formation. An enormous asteroid belt circles a dying red star. The belt forms a type of ribbon of stone and ore, twisting around the central star. The Mining Guild has been given access by the Empire to mine the materials out of it; however, subspace travel is made somewhat difficult by the radiation emanating from the red sun. A single space station, known by local travelers as “The Spike,” is the sole “public” station. The Empire maintains a small garrison of soldiers there, to assist in keeping the peace and monitoring traffic.


In the days of the Old Republic, a combination of hyperspace beacons, aid from the Guild of Navigators, and the HoloNet kept hyperspace travel relatively safe and direct. The Empire, though, cannibalized the HoloNet strictly for military communication. The Navigators Guild was made illegal by Imperial edict, and had all of its data and resources seized. By the time of the campaign, most pilots and ships’ captains trade navigation data often when they meet. Some would-be navigators collect maps and data, hoping to sell it to travelers. A black market of navigation data has developed around communities of smugglers and pirates, trading cargo for reliable information.


Notable Locations

The Pearls: On the rimward side of the sector, there is a system that is comprised of one star, circled by a string of asteroids and smaller planetoids. Some satellites are claimed by the Mining Guild, though “independent” miners and smugglers make their way through their defenses, occasionally. Besides the small mining settlements on some of the planetoids, the only real significant man-made habitation is the Spike, a 5 kilometer long space station, which services most of the miners and travelers who use the nearest hyperspace route.


The Empire keeps a modest presence there. The occasional patrol ship stops by the Spike now and again, though the largest presence seen is usually a customs frigate.


Strife: Covered by thick clouds, and perpetually drenched by rain, Strife is the home of the Imperial War College. There is also a small garrison on-world. The planet only has two large land-masses; the rest of planet is covered in tumultuous oceans, which are impassable with conventional water-craft.


Eric’s Star: Eric’s Star is a pirate and smuggler haven. Three great domed cities dominate the Habitable Ring near the equator. One is ruled by the Hulma clan of Hutts, and seems to be the most lucrative for the local crime syndicate. One domed city has been re-named “Necropolis,” ever since a freak accident at the power plant unleashed a toxin that destroyed its population.


Argent One: The de-facto capitol of the system only recently rose to any state of prominence. The local sector governor rules from there, and the representative senators gather there to discuss local business. It is closest junction for most of the local hyperspace routes, and boasts two habitable planets, and a ship-building yard. Imperial Fleet Command decided that this location would be the perfect home for the center of Fleet Operations, as well as the seat for the Imperial Governor.


Argent One is perhaps the most cosmopolitan world in the sector.


The White Void: There is a portion of the sector that is dominated by a large nebula. Sensors do not operate well, hyperspace travel is difficult, and subspace travel becomes hindered. Sensor and computer screens go white when the ship is in contact with the nebula. The area is often used as a hiding place for pirates and raiders, though many of the ships that go there are lost.


The Guilds

It is impossible for the Empire to control all commerce in the sector. Therefore, they allow certain guilds to operate with a charter from the Empire. The guilds often operate like a combination of a business conglomerate and crime family.


The Mining Guild is permitted to petition the Empire to mine for ores and other precious materials on any planet in the sector. It isn’t unusual for them to claim lands already occupied by farmers or other types of tenants.


The Bounty Hunter Guild is an exclusive organization. Though it is relatively simple to obtain a bounty hunting permit (allowing one to apprehend criminals and obtain rewards), the Bounty Hunter Guild serves as a clearing house for potential bounties. One reason the Guild operates is so that individual bounty hunters do not wage war against each other and each have a fair “cut” of the action in the sector. They consider non-Guild hunters to be fair game, though.


The Shipping Guild still operates. The Empire offers licenses to carry cargo through the sector, and use the more popular hyperspace routes. Licenses are expensive, and not only allow shippers to carry licensed cargos, but also help in avoiding customs inspections.


The Assassins Guild was outlawed during the height of the Old republic. There are rumors that there are still members operating in secret, acting more like a cult or mystery religion than a guild.


The Navigator’s Guild hasn’t operated since the rise of the Emperor.

Friday, May 16, 2008

Historical sword-fighting class

Don Justinian and I will be teaching our Beginners Class for Interpreting Historical Sword-fighting Manuals at Barren Sands War (check out eastkingdom.org for directions) at 1:00PM.

Please come out for it...it'll be a great class.

Sunday, May 11, 2008

Taking it in

I took a walk out with my wife today at a local park. There's a little nature trail that goes through some woods. I've never been on a nature walk with her, and thought it would be a nice way to spend part of Mother's Day. We were maybe twenty yards into the woods before I realized...I really have no idea what the woods are like.

As a GM, I describe a lot of nature scenes in different fantasy RPG's. They're probably the driest descriptions I do, which is a shame. I'm more of a City Mouse, honestly. I love the city. When I lived in Philadelphia, I loved that it was never really dark. I thrive in the environment, and, as silly as it sounds, it comes out when I run games.

I'm a huge fan of Fafhard and the Gray Mouser, "urban" fantasies about using cunning and guile, as well as magic and a sharp rapier. They talked to me more than epic fantasies about world-changing events.

So anyway, while I was walking through the woods with my wife, I looked down at the little stream that cut through the woods. I noticed the patterns of the mud and clay, and the muddy paths that once came off of the stream. There were makeshift bridges, logs and felled trees that kids threw across the water. My wife took pictures of pitcher plants and flowers; I took in the scenery.

The Siege

Next Sunday is my last session of my current D&D campaign. We started about a year and a half ago (first level). Now, the group is 13th to 14th level. The PC's have tied up a lot of plot threads, and have done a solid job of potentially creating a new campaign (most of them took the Leadership feat, and have a batch of followers and cohorts). The next session is the big Final Fight with the Big Bad Guys. Everyone's psyched.

One session that stood out in my mind:

The Siege of That Room Over There: The PC's have trudged through a dungeon, defeating a dragon, a medusa, and a handful of traps. Suddenly, they encounter...

...a kobold.

If I remember its stats right, it had two hit-points.

And the PC's stopped in their tracks for half a second.

Then, the kobold ran. And the PC's ran after him. And then the fun began.

I don't remember who realized that kobolds never really travel alone. Well, there was a whole tribe of the little guys, all with spears, poison, burning pitch, traps, the Swarmfighting feat, and the desperate desire to save their little butts.

The siege was pretty damn awesome. The PC's barricaded themselves in one chamber. A long hallway led to the chamber housing the kobolds (who barricaded themselves within, as well). The PC's used disguise skills, spells, and other trickery to get a scout inside, and start disrupting the kobold guards. Then, the attack began.

I don't remember many of the details...I remember spears, one of the PC's damn near dying, and the entire thing ending with a kobold thrown down a pit with a warning tied around his neck.

Good times, good times.

Monday, May 5, 2008

Weekend gaming recap, and some upcoming plans

Big gaming-filled weekend, so lets fill folks in on the highlights:

Friday:
Game: Dr. Who
System: D20 Modern
Have I mentioned how surprised I am that we've gotten D20 Modern to work for this game? The individual classes mean precious little to the players. The special abilities of some advanced classes do a nice job of giving the players the tools to do some high sci-fi wierdness (one PC built his own "K-9," while another jury-rigs high-technology with great results). I'm most impressed by how well the group works together, and how they interact with the setting.

I've thrown away some of the "modern" Dr. Who continuity, and focus on the settings and the characters. Every session is a mystery, with the players interacting as much with the setting as they do the NPC's. So far, they've visited a starship in the ultimately-distant future, a World War I battlefield, a U.N.I.T base in Montana, and a Dyson Sphere called, "New Skaro." They've encountered Cybermen, evil renegade Time-Lords, Daleks (the old William Hartnell-era Daleks that could only move on metal floors), and others. They totally immerse themselves with the setting, and bring alot to the table. Fast becoming one of my favorite experiences.

By the way, I've found a way to make the game progress nicely, and still make it "temporary" enough to give me the opportunity to run another game in the future: I don't award experience points. Every session or two (just about the end of every story, and each story really runs only a session or two), I tell them to just go up a level. Makes a good game.

Oh, and I told you I picked up Traveller, right?

Saturday: I spent most of the afternoon at Natural 20, one of my local gaming stores. I tried out games I've never gotten to try:

Wings of War: World War I bi-plane combat. Very fun, with a nice amoutn of strategy. reminded me a little of Robo Rally, to tell the truth. I'd be interested in playing again.

Formula De: Formula One racing. Absolutely a blast! Most fun time of the night. There's a nice amount of complexity which makes moving little plastic cars around a track engrossing. Stragtegy involves knowing when to shift gears up or down, to maintain a safe but winning speed. Problems or poor strategy can result in blown tires, busted engines, or blown brakes. Loved it, will definately play again. My only complaint is that it really seems like a game you need at least 4 players to do it justice.
Settlers of Cataan: Hated it the first time I played (a year or two ago), but enjoyed it much more this time. Not much more to say about it...time was really just a blur at that point.

Bought some Bretonnain Knights (and will start painting them this week, I think).

Sunday: My D&D game in Grayhawk: Wow.

One combat, and alot of role-playing. The combat: an infernal beholder.

The really big thing about that game is that its coming to an end. Its been going on for about a year and a half, and has been in "endgame" for the last couple of months. The PC's have gathered enough intelligence about the evil protagonist and his minions, and are ready to take him on. They are just one teleport spell away from their final conflict. They did a good amount of planning Sunday, and will make the Big Jump next session (in two weeks).

Oh, I have to show some shots from the game (especially since I got to use some of my Master Maze kits from Dwarven Forge):


The party makes their way to the door (note, the druid has performed his standard "turn into a bear when wandering around a dungeon" protocol):















You know, in most D&D games I've played in, the fighter is the one to open the door...not the druid. Then again, when you have a druid who is more comfortable walking around as a bear...

I have some mixed feelings about ending a campaign. I've really enjoyed writing for this game, and the players and I have invested alot of time and energy into it. But all stories have to end. Now, they've all gained a good amount of followers and cohorts, so there's always the option of coming back later to this campaign world (providing it survives the next session) with fresh, level 1 characters. I'd like to do that in the future. Right now, though, I'm a little burnt out with D&D, and am excited about what the group would like to do next.

The group and I talked, and it seems like they'd like to do a Star Wars campaign, set just at the beginning of the Galactic Civil War. They'll play as a small squadron of starfighter jocks (and their support) just starting their campaign against the Empire. I'll have more campaign notes about that later.

Tomorrow (or Wednesday): my review of the Traveller character creation system. Good stuff!

Friday, May 2, 2008

Traveller...out now!



What did I pick up today from my favorite local game store, Natural 20?

A little bit of my youth.

A review once I've finished digesting it.

Thursday, May 1, 2008

The X-Wing was among my favorites

A few weeks ago I walked into an exhibit at the Franklin Institute in Philadelphia, and was greeted by this:



Yeah, I got to the Star Wars exhibit. Yeah, it was awesome. Yeah, my kid and I loved it.

Wednesday, April 30, 2008

A few notes on our historical swordfighting discussion last week

Our historical swordfighting class turned out to be more of a round-table discussion about how to bring more historical swordfighting techniques into SCA rapier, and how to teach historical rapier. It was energizing for me, and helped remove some of the bitter taste of not being able to fence for the time being.

I feel energized by the possibility of teaching more, to tell the truth. I feel like I have more of a purpose in the SCA, you know?

My Don and I spent some time re-affirming how we're going to work together, too. We'll spend time doing swordwork, and time going through manuals. All very good stuff.

A few of the key points we touched on in our discussion last week:

1: How to use the manuals. Reminding ourselves that the manuals are there to aid in the teaching, and investigating the text without practical application just doesn't work. The manual may show us points "A" and "B", but we have to work on how to join those two points. We can do that, thanks to our practical experience with a sword.

2: The sword itself: The right tool for the right job. I talked about this before in this blog. I re-affirmed that I really don't feel comfortable teaching with an epee. If you're going to lean how to fight with a sword, then use a sword.

3: It starts from the beginning: Although we don't want to intimidate newer fencers with historical texts right out of the gate, it doesn't hurt to teach with those techniques in mind. Teach how the sword moves in concert with the body. Drill all of the moves that will eventually become necessary to know by rote. This isn't a new thought at all, but alot of teaching I see in the SCA is very compartmentalized.

4: With intent: Try to execute a move from a manual in a static environment, and you're doomed to fail. The techniques are best done at an appropriate fighting speed, in a fightign environment. Fight with intent. Historical technique isn't for a static environment.

There's much more, which I will put up soon. I'm going to sit down with Don J. and compile our thoughts together. We'll also start teaching at SCA events, once we have our schedule worked out.

Wednesday, April 23, 2008

Historical Swordfighting Class

This Thursday, April 24, Don Justinian and I are teaching a class about what it helps to know to begin studying historical swordsmanship. It starts at 7:30PM, at J's house in Glassboro. For directions, e-mail me at mikewgoodman (at) gmail.com, or Justinian at justinian_t (at) verizon.net. Its a great class for people interested in starting to learn historical swordfighting.

Wednesday, April 16, 2008

Weekend gaming recap

I was in three different games this past weekend: a Dr. Who RPG using D20 Modern, a Warhammer Fantasy Battles game, and my Warhammer RPG. They were a little different from your average series of games. The two RPG sessions were fairly short (about three hours), and the fantasy battles game went fairly quickly (about an hour of play time, I think, after around an hour of set-up). Each one had alot packed into the time, though.

The Dr. Who game is on a Friday night, and I think we started playing around 8:30 and ended around 11:30. There was alot of story and investigation stuffed into the time. The players took the time to unravel the mystery in the story, as well as soak up the atmosphere. By the end of the story, the group was going through a fortress inspired by one of the original episodes of the series...The Daleks.

The Fantasy Battles game was a great introduction to the hobby. My three units of Bretonnian calvary (with a little help from a few units of archers) carried the day against an army of Lizardmen. There was maybe an hour's worth of playtime, but it was great fun, and inspired me to really built a bigger army. We talked a little about how to augment units with different models, which helped me re-imagine how to design different units of men-at-arms and archers.

The Warhammer RPG Sunday had to be shortened, since one of the players had to leave early. The PC's started their trek to the Imperial capital of Altdorf, following a pack of mercenaries. There was some strong character building (with one player changing his career due to interactions in the adventure). There was one encounter with a pack of undead soldiers, and the survivors moved on.

Each gaming session was considerably shorter than what I'm used to. Everyone put alot into each session, though.

Friday, April 11, 2008

What kind of game you play changes with who you are

When Vampire: the Masquerade hit the shelves in the early 90's, it immediately struck a chord. I was interested in creating characters that were designed to really just interact with the environment. I would be happy to just play a character who walked the streets, talked to people, and tried to figure out how to exist as the un-dead in a world not meant for him. I created settings and adventures designed, for the most part, along that idea. Did it work? Did the games fly? Sort of. Some went well, others didn't. Some players just wanted to play Immortals With Cool Powers, some engaged in some kind of revenge-fantasy, some wanted Dungeon Crawling With Fangs.

But here it is, around 16 years after the first edition of V:tM came out, and every now and again I get the itch to run that game again. I sit down, try to work on a setting, and then drop it. It just doesn't work; I'm not in that place anymore. My early 20's seemed to be the right time to play and run Vampire, you know? It was the time to feel disassociated from my peers, to feel like I didn't belong, and to express that in a game. A good number of people felt the same way, too, and some games built up from that were pure magic.

But im in my mid-to-late 30's now, and times are different. I still put some of my life into my games, but I'm trying to say something different now. I think about my home, my family, and how to carve out a victory from a life that keeps trying to hand out defeat. And you know what game speaks to me when I think of that?

Serenity.

Funny, huh? When I think of a game in that setting, I think of people building a better life for themselves, using their wits and their strengths. Characters for the setting just seem a little more real; they have dirt under their fingernails. They're working hard just to keep what's theirs.

Some of the best times roleplaying I've seen recently have come out of a couple of different Serenity games. Very little was drawn from Whedon's setting. Rather, characters seemed to be built from the players' frustrations with the working world, with their economic situations, from their desire to really be heroes in a world not meant for heroes. I've seen game sessions that were almost entirely about how to make the next couple of credits, how to keep enough fuel in the ship to make the next credit to get to the next job. That cycle of despiration is a hell of a motivator.

I'm going to try to re-create that kind of environment when the new edition of Traveller comes out. I want players who will create characters who are real, born out of their own fears, frustrations, and see what stories come out from them.

Tuesday, April 1, 2008

She's delivered an ultimatum

Like I'd said before, I started painting my Warhammer army (pictures coming this weekend). I spent some time today checking out terrain.

And my wife has just alerted me, with a voice of authority, that I am not permitted to buy any terrain until I finish painting my army.

So, if anyone is interested in coming by for a painting night, leave me a comment here at my blogger page (not the LJ feed, please), or drop me a line at my gmail address.

Thursday, March 20, 2008

Paizo Publishing's new Role Playing Game: keeping D&D 3.5 alive

Have you picked up your copy of the Pathfinder Roleplaying Game off of Paizo's website yet?

Well, why not? The Aplha Playtest version is free! Download it, give it a look.

It looks really interesting, to tell the truth. Wizards and Rogues get a higher hit-die. Clerics get to cast orisons at will. There are some other neat ideas in there, as well.

I think its a fantastic way to keep edition 3.5 of D&D around, when 4th edition makes its way to the shelves.

Wednesday, March 19, 2008

My first Warhammer session

We had our first Warhammer Fantasy Roleplaying Game session this past Sunday. It felt like it was a complete success! It was a new system for all of us. Only one player had a strong background in the Warhammer setting. One did some research beforehand, and jotted down a one-page character biography (something I didn't expect, but it gave her a good starting point).

I was most impressed that three of the four players opted to use the random generation method to choose careers. As such, we have an Apprentice Wizard, Fisherman, Pit Fighter, and Entertainer (that player chose her career). I discussed the setting, mood and rules. Within a couple of hours, we were ready for a short combat to try out the rules system.

An hour and six dead goblins later, we were ready to play. This was a surprise to me...I expected character creation and the trial combat to take the whole night.

I gave some background to the setting (see my previous post), and started the adventure. There was a riotous mob, accusations of witchcraft, dark magic, and a battle with a beastman.

I was actually left drained. The entire week before, I'd been eating, breathing and drinking Warhammer. I read the rulebook cover-to-cover, and received the Old World Armory and Sigmar's Heirs (the guide to the Empre) Saturday. I'm still coming down from the day. Its difficult to even prep for my D&D game this coming Sunday. This stuff just gets under your skin, you know?

Friday, March 14, 2008

Some basic notes for my Warhammer Fantasy Roleplay game

Rossenstadt: A rivertown.

A setting for Warhammer Fantasy Roleplay.

The Empire: the year 2522 of the Imperial Calender. The province of Middenland.

Rosenstadt is a town built on the bones of a series of two-centuries-old fortress.

In 2210, a small fortress was constructed on a tributary leading to the Stir river to protect a bridge and road against beastmen and bandits. For fifty years, militia-men and soldiers would be stationed at the fortress, and were successful at defending the path through the woods. In 2264, a tribe of beastmen banded together and assaulted the fortress, razing it to the ground.
In 2408, a small band of road-wardens built a way-station at the site of the old fortress. Some travelers through the area erected a market for traveling merchants at the way-station, and a mill at the river. Before long, a village grew. By the present day, the site has grown to a small town, supporting itself by selling tanned goods and livestock. Some guides have made a living by selling their services to passers-through.

In recent times, the town more militia and mercenaries have made Rossenstadt their base of operations. Though there have been very few sightings of beastmen in the immediate area, men-at-arms have found more and more work in the region. Most of them have said the same thing, in hushed tones in the local tavern: do the townspeople comprehend the threats surrounding them?

Rumors:
Three decades ago, a handful of inquisitors hunted down a necromancer in the surrounding woods. The remains were tossed in a pit and marked with a stone bearing the hammer of Sigmar. Folk say that no animal will go near the area.

The remains of the original soldiers from the first fortress were never found. Maybe the beastmen devoured them. Maybe they raised themselves after their deaths, seeking revenge.

Outlaws and bandits have taken to the woods, attacking anyone still making their way through the woods.

An enclave of elves is hidden in the woods.

Tuesday, February 19, 2008

New lessons in working in historical swordsmanship

We did more work on Capo Ferro last night; this time, we looked at one of the more unusual plates, and worked through the interpretation of the movements. I'll write more later, when I have the books in front of me.

Tuesday, February 12, 2008

Interpretation of Historical Swordfighting: Beyond the Practical (Part 1)

Fencing practice last night: my Don and I took time to go over some questions I've had about some historical sword-fighting techniques.

1: Some people who practice an Italian style of fighting advocate a stance that modern fighters would consider unusual. The stance involves a stretched-out (some would consider it hyper-extended) front leg, with the knee seemingly locked in place. Some students look at plates in Capo Ferro's manual, and claim that as a guard stance. I've tried it, and I can see how it might be used that way, if the opponent is fighting the same way. The lunge you perform from that stance involved flexing the forward knee a great deal (until its in front of the foot, according to the plate), and and leaning forward. When I was first taught to do it, I was taught you can either take a short step into the lunge, or forgo the step, and lunge from the stationary position (and still gain considerable distance).

The plate in the manual shows a straight leg, with the body tilted back, so that you could practically draw a line up the direction of the leg, up the body (when Guy Windsor demonstrates the stance in The Duellist's Companion, he seems to have his front knee bent very slightly). Most of the weight should be on the back leg (70%, one teacher explained to me), until the lunge (at which point, the majority of the weight would be on the front leg, obviously).

My first weekend practicing this technique, my knees hurt to such a point, I could barely walk. Teachers usually respond to that criticism by reminding us students that swordfighters in the 1500's and 1600's were practicing this every day, and were likely much more flexible, and physically fit. That is absolutely true, but I still had some misgivings about the stance.

When Justinian and I went to see John Clements do a demonstration at the Philadelphia Museum, we started seeing things differently. Clements reminded the audience that the plates in the manuals aren't meant to be taken as gospel, necessarily. They are a point in time, a demonstration of the position you are likely to find yourself in when confronted with a particular situation. Very rarely do we see step-by-step movements (the way you may see with a modern instruction manual, for instance).

The plates and manuals are tools used to aid instruction, not meant to be used in place of an instructor. This seems obvious to us, but its an easy thing for hobbiest-historians to forget when we're caught up interpreting movements and texts for modern audiences. We may be afraid to wander out of a recordable jurisdiction, wanting to stay in a place where we can document every possible movement, so we can defend our thesis.

We saw clements do a demonstration of longsword fighting, and during the demonstration, he took a step back, avoiding an attack, and his stance was exactly that "guard" stance of Capo Ferro's. It was used as a void, just before making a counter-attack.

So, we move to our discussion last night. Justinian and I discuss that guard position. We go into stance, and he encourages me to attack. I lunge in quarte to his shoulder. He leans back, assuming that exact "guard" stance (leg stretched out forward, body back), voiding out of the way of my attack; he then counter-attacks in terza to my chest, avoiding the point of my blade.

So, we seem to have validated the use of that stance as a prelude to an attack, certainly...but not as a guard. He used it the same way Clements seemed to use it with the longsword: as a transitional stance (in this case, as a void), before a counter-attack.

We moved to the manual itself, Capo Ferro's Gran Simulacro. One interpretation of the instructions along with plate 7 seems to verify some of what we were discovering. The description of how an opponent ("C.") should avoid a lunge to the eye:

Yet I also say that if C. should be a wise person, when he cavo [moves the point of the blade in a disengaging-type motion] to finta [feint] with the vita [body] held back somewhat, and D. will surely proceed to strike C. C., having parried by falso [the "back" side of the sword] or by edge from outside of the enemy's sword, will give him a dritto to the face or an imbroccata in such an end he should retire in low quarta.

The above description matches, very closely, that guard/void position we'd been trying to interpret.

2: We expanded our discussion to how to make practical use of the plates. The descriptions with the plates assume very specific, but not uncommon, conditions. The introduction to this series of plates, for example, spells out a particular supposition: "always presupposing the stringere on the inside, and the cavar of your Adversary's point to strike."

Initially, this seems like an almost-useless set instructions. If the plates are only useful showing the particular defenses to a very specific set of conditions, then what use are the plates and instructions themselves? To answer this question, we consider the value of the instructional text as a whole.

Earlier in the essay, I mentioned the notion that instructional manuals are best used as tools, meant to augment instruction. If this is the case, what other attributes does the manual carry? Most instructors will remind students of historical sword-fighting to not fall into the trap of using just the plates for instruction; they are an incomplete set of instructions. Without a solid foundation of certain principals, attempts at instruction from plates are doomed to failure.

The Gran Simulacro is the Master's treatise about misura (measure), tempo (time), and how they relate into movement and striking. Without misura and tempo, none of the movements in the plates have any value. They are elements to which he constantly returns, whether talking about guards, movement, or striking. The plates, and their descriptions, are examples of how to best utilize tempo and measure. They aren't meant to stand on their own; rather, they exist as something of "laboratory testing" for the methodology in the text.

(For my notes on basics of misura and tempo, see my notes from "An Introduction to Italian Rapier," published on the Tadcaster Militia website: http://www.tadcastermilitia.com/publish.html

3: We move from the practical, to the philosophy behind the the technique and manual, to its practical application in the reenactment community.

Consider the Italian master, residing in London, in the late 1500's. The Italian style of sword-fighting is in fashion. The London Masters are not completely pleased by the emergence of so many Italian teachers in London. English masters argue that the Italians are not even teaching a true technique; rather, they are teaching young nobles how to murder each other (Silver writes, "neither the Italians, nor any of their best scholers do never fight, but they are most comonly sore hurt, or one or both of them slaine").

So, here is the equation: young nobles, wrapped up wanting to be in fashion, go to Italian sword-masters. Perhaps they are not there to learn the "true art" of rapier, but rather to learn technique and tricks useful in surviving an impending duel. The Italian, being paid handsomely for his knowledge, obliges. The Italian technique quickly develops a reputation as a series of tricks, as opposed to a true style (such as the more "nationalistic" English techniques of wrestling, staff-fighting, long-sword or halberd, all of which were taught by the London Masters of Defense).

So what does that mean for myself, portraying an Italian master in London? My persona may develop a sense of pride, something of a lower-class celebrity (despite being a rapier-man and an instructor, he is still Catholic...not a notion necessarily favored England at the time). I might participate with the London Masters (or the East Kingdom's loose equivalent, the League of Rapier Academies), merely for my own survival. I would certainly expound upon the mastery of the thrusting-form, as opposed to cutting. And I would demonstrate the mastery of the form by performing in expositions, and perhaps duels.

Practice last night was a full night of examples of historical technique, and how to interpret the technique for both practical rapier instruction and personal development. My hope is to build each lesson in the same manner: move from practical fighting applications to other ways technique can be applied to the reenactment community.

Lorenzo Gorla. CSC. AoA. QHD. Companion of the Silver Gauntlet (Iron Bog). Captain: League of Rapier Academies. Proctor and co-founder: Hawkwood Academy of Arms (an academy of the East Kingdom LoRA).

(c) W. Michael Goodman. 2008.

Saturday, February 9, 2008

From the "I got one and you probably didn't," department...

I spent part of the afternoon at Natural 20 in Collinswood, NJ. I wasn't planning on buying much of anything. I was hoping to find a set of Dungeon Tiles (they had the entire set; I picked up the first set), but while I was glancing at the shelves, I saw a copy of this:



That's the copy of the role-playing rules for Warhammer 40K, Dark Heresy.

Did I get it because I've been addicted to the setting for years? Because I'm a hard-core Warhammer 40K fan?

Nope. Played 40K once or twice. Don't know a whole heck of a lot about the setting.

It's just so darn pretty.

I mean, just look at it.

Buncha bad-asses on the cover, holding guns, and looking...um...bad...

...and stuff...

Okay, okay...the truth is, my collector's instinct hit me. All the RPG's published by Black Industries are being discontinued. I've heard nothing but good things about the book, and it sounds like a great read. Plus, I already have a copy of the Warhammer Fantasy Roleplaying Game, so it feels good to know I have its "sister" product.

So, I'm happy with the purchase. I'm excited to read it (its next on my list, after a collection of Kurt Vonnegut short stories I'm enjoying right now).

Monday, February 4, 2008

The Challenge of Higher Levels (a topic I'll probably return to again and again)

I'm running a D&D game with some friends right now, and they've made it up to 12th/13th level. One player told me he doesn't care for higher-level games of D&D, and claimed that at those power levels, each encounter is either an absolute victory or an absolute failure; you're either well-prepared to handle that challenge rating of an encounter or you're not. I thought about that a little bit, and considered how I create encounters for my higher level games.

I don't believe that, at higher levels, an encounter is any more an absolute victory or absolute failure any more than at lower levels. But then again, many of my encoutners aren't the traditional D&D kick-in-the-door, deal-with-the-monster encounters. Here are a few things I do to mix up my encounters, to make even slightly lower-level creatures a higher-level threat:

1: I'll play with the battlefield. A dungeon encounter may include traps along with the monster, blockades, or nuisances that can slowly deplete characters' resources while in a combat. for outdoor encoutners, I'll use buildings, foliage, and geographical features to augment the creatures' abilities.

I had one encounter that spanned the interior and exterior of a run-down inn, which included, if I remember correctly, 2 ogres, a goblin sorceror. The sorceror hassled PC's left in the inn, used cover, and threw spells outside to PC's combatting the bigger guys. The ogres were steamrollers, destroying any cover the PC's were using.

2: Social combat always makes things interesting. Obvioulsy, not every encoutner has to be combat-oriented. We've had one session that was just the players negotiating with a dragon NPC, and making it out safely (with tons of information relating to storyline in the campaign). Some levels of social interaction tend to spice up encounters that are even 'destined" to become combat encounters. They keep all the players' attention, and still give the opportunity to use characters' skills and other resources.

3: The stakes get bigger. Lets face it: in D&D, fear of character death isn't a terribly huge motivation. There are too many opportunities for Raise Dead-style spells. Once the players begin to care abou the campaign world, though, any threats to the world itself become a bigger motivator for the game. The trick is, getting the players to care.

That's always the tricky part. I'm lucky that, as of right now, I have players that do have their characters care about their campaign world. When they don't, then its back to some old-school GM tricks: they probably care more about their treasure. So its time to undertake quests to remove curses from their magic items, etc.

None of this is new or revolutionary. Everybody who has played or GM'ed in a RPG has figured alot of these techniques out. I find it interesting, though, how much you have to remind yourself about them for D&D. Its like they're easy to forget, once you start mapping a dungeon or rolling on the treasure tables. The trick is to not let them go, I reckon.

Sunday, February 3, 2008

If it was good enough for Napoleon, its good enough for me!

I've never really been into miniatures. I appreciate them for their artistic value, and especially love old-school Grenadier and Ral Partha D&D minis for the nostalgic value. Although I used to enjoy war-games like Panzer Blitz, I never really got into minis-style wargaming. I've owned a starter-set of Warhammer 40K, and Mordheim, and played a couple of times, but the thought of painting minis was always overwhelming.

About a year ago, I found this thread on-line, of a minis battle based a little on the D&D module, Temple of Elemental Evil: http://www.dragonsfoot.org/forums/viewtopic.php?p=332091#332091.

Yeah, that's Gary Gygax in there.

Click the "Forward to Turn (x)" at the bottom of each series of pics. They're what I consider awe-inspiring.

Next, go look at one of the forums on Dwarven Forge's site: http://www.dwarvenforge.com/dwarvenforums/viewforum.php?id=3&p=1

People post pictures of all of the differetn minis-setups they make with their Dwarven Forge set-ups. I own a handful of Dwarven Forge's dungeon sets. I'd absolutely love more, but the expense is a bit much (though I'll likely pick up a couple of more sets over the spring).

(Check out anything done by invincibleoverloard...that guy's work is fantastic!)

Its work like this that makes me (1) want to use minis more in my own RPG's, and (2) kind of want to try more minis wargaming.

I have a nice-sized collection of Star Wars minis from Wizards of the Coast. Of course, I never saved any stat-cards (figuring I'd never play the minis game. This weekend, I went and dowloaded the rules off of the Wizards of the Coast website, and found a couple of sites that had all of the stats of all the different minis. So now, I think I'm going to try to organize a regular night for Star Wars minis-gaming.

I like the idea of it because it keeps me gaming, and obviously doesn't have the set-up time and creative investment of running a role-playing game. And we can play with just two people, so no worries about folks schedules getting messed up by gaming. People want to come to play, then they show up to play.

The game is played on flat mats, for the most part. I want to make some terrain, though, and likely mount it on boards that would suit a battle-mat. I think it would be a nice introduction to wargaming for me.

Sunday Swordfighting Notes

Prologue

"The right tool for the right job."

When I started fencing in the SCA, I was confused. I'd done SCA rataan combat for a couple of years, which was nothing at all like any kinds of fighting I'd tried to study before (karate, boxing & wrestling). SCA fencing looked too much like strip-fencing, which I was an absolutely arcane mystery (what the hell is right-of-way, anyway?). Rataan combat was unique; my teachers were knowledgeable in SCA combat, and precious little of other fighting arts they studied bled in. Fencing, though, seemed to be an amalgamation of collegiate strip fencing and something that wanted to be historical reenactment. When I was taught to swing rataan, I was taught, by rote, how to execute a proper swing, or how to handle a heater-style shield, how to move my body in armor. It was all appropriate for our particular style of fighting, and although there may be stylistic differences from one teacher to another, the core always remained constant. With fencing, though, technique seemed fluid, depending upon the weapon and the teacher.

Some of my fencing instructors had strong backgrounds in foil, some epee, some sabre; they were practical, showing me how to hold a proper fencing-blade and throw precise attacks and tight parries. A few were students of historical sword-fighting, who had examples of stances and guards from 400 year-old plates. Some were fight choreographers, who modified showy stage-moves into a fighting technique. Every one of them told me, "this is the right way to do it."

It took me years to start to figure things out. My weapon wasn't anything like an olympic epee or foil, so trying to use it like one failed. I wasn't really using a rapier, so trying to treat my weapon like a rapier never worked. I had fun experimenting and fighting, but I got very little out of each fight. My learning curve was very shallow; I learned stronger technique from my friends, and I tried to pay attention to why I was hit where I was hit, and I drilled some of the basics (as well as I could), but things still seemed muddled.

A few years ago, I started learning from E.B. (SCA THL Justinian Timagens), and things clicked. We stripped my technique down to the bone. We eschewed other weapons forms like case-of-rapier and rapier-and-dagger, and concentrated on single rapier. We worked on foundations: distance, time, and measure. Since I could concentrate on the strictest foundations of fighting, my fighting improved. I saw myself improve. My attention was better. I saw openings in my opponents I hadn't seen before. I judged my distance and time better. I thought more clearly about how I fought, and why I fought the way I did.

Once I built a solid foundation, I could build myself as a better historical sword-fighter. I made a decision: concentrate on historical technique. I was a tough decision to put away my oval cross-section schlager and use something closer to a rapier. Hand and arm position had to change, I had to adjust my stance, re-learn elements of timing and distance to accommodate a slightly longer and heavier weapon. Parries were slightly different; movements to control a blade take precedence over beat-attacks. I was at step-one again.

If I wanted to do it, though, I had to make a commitment. No epees or foils, no plywood bucklers or cut-down foils to use as dagger blades. I'm certainly not making a commentary about other fighters who choose to fight with foils or the like; rather, I'm saying that if someone wants to do purely historical re-enactment, those tools don't work. I had to commit to using the right tool for the right job.

I don't recommend this for everyone. Its a style I enjoy playing with; my greatest joy when I'm using a sword comes when we discover how to properly execute a move described in a manual...that "a-ha!" moment when another student and I say, "they did it this way for this purpose!" Interpreting historical sword-fighting is, for me, an art...no different than other historians re-creating battles or trying to rebuild a medieval castle. I want to re-build what existed back then.

I'm no armchair-historian, who interprets battles without ever visiting a battlefield or meeting a soldier. I want to see how the weapon works. I do test-cuts when I can. I fight different people with different styles and philosophies, and talk about how the fight went. I fight with different weapons in different ways; I'm not afraid to experiment. If I couldn't experiment, there would be no fun, no room to grow, and ultimately, no point.

I'm moving into a era where I have to focus much more on scholarship. Neither my cardiologist nor my general physician think it is safe for me to participate in contact-sports, due to the volume of blood-thinners I'm taking (if I bleed internally, things can get very bad, very fast). So, with my coach's encouragement (thanks, Ed), I'm going to spend more time with the manuals open. I'll work with people interested in re-creating fights described in the manuals, movements described in the plates, and creating exhibitions for display and education. I'll still hold a sword, and I'll still work with other sword-fighters, but putting myself into competitive situations where I can get seriously hurt aren't options any longer (so, in terms of the SCA, no sidesword, no rataan, and precious little time in tournaments). Its a little disappointing to have some of what I'm doing limited by medical concerns, but I still get to participate in the hobby I genuinely love.

The purpose of this work is to chronicle my studies. Every week, I will write about whatever I've learned from the historical sword-fighting community. I will put down notes about how I teach, and I want to chronicle what I've learned. I want to be able to look back on my notes and see what kinds of progress I've made, or chart everything I need to correct. It can serve as an encouragement and a reminder.

Wednesday, January 30, 2008

What's the challenge rating for a Dalek?

My Friday gaming group strives to try new games that are simple, fun, and help make the best of our limited time. By Friday night, most of us are burnt out from work; we want to play something that keeps our attention, but doesn't involve lots of detail. When we're a bit brain-fried, we play board games or card games. We've tried a few different role-playing games (we most recently played a short campaign of Star Wars SAGA Edition, which was alot of fun). I've been jonesing, though, to try a Dr. Who role playing game.

The FASA Dr. Who Role Playing Game was the first RPG I really owned. It was a complicated system, but very detailed. The best part about it, though, was the source material. The supplements on The Master, the Daleks, and the Cybermen were written with both gaming details and storytelling in mind. There are some lessons I learned from those books that I still use in my adventures today. I was so caught up in nostalgia that I had to buy a set off someone on eBay.

I decided I wanted to run a Doctor Who game, so I pulled out those old FASA rulebooks. After a good read-through, I decided that this wasn't the system for a quick, fun Friday night game. I considered a few other systems, like Spirit of the Century, and Savage Worlds (by the way, if you can find the Explorer's Edition of Savage Worlds, grab a copy. Its ten bucks, and contains a complete play system. Its one of the best gaming deals of the year). After a while, I decided on D20 Modern.

I was disappointed in myself for falling back on D20. The positives, though, outweighed the negatives. We are all familiar with the system, so we do not have a steep learning-curve. The rules are available free via the SRD, so there is no additional investment.

The setting required some specialized rules. I created a few rules for navigating time-machines and navigating through space and time. I created a couple of rules specific to Time Lords. I told players that no characters would have stat bonuses based on race, so any "alien" races are just window-dressing. I have a copy of the Mongoose pocket D20 Modern player's guide, which is fine for character and adventure creation. Set-up involved very little effort, compared to D&D.

Everyone created characters together, after sharing concepts. We played a short prelude session together, so all the players could meet. The preludes involved a burning building, a Dalek combat, a wedding, a volcano, and a guy wishing he could quit his job as a phone operator. Everyone had fun creating characters, and playing their first encounters.

We have one very unique style of character. This is the first time I've encountered this phenomenon. One player decided he wanted to create a character based on an NYPD fireman, trapped in Tower Two as it was falling on Sept. 11 '01. This was the first time I've seen anyone create a character directly influenced by Sept. 11. I hesitated a second or two when I first heard about the concept. I weighed taste vs. character development and storytelling. I decided that this particular player wouldn't do anything distasteful, and I was very curious to see how he would portray the character. So he created a jock/career NY firefighter, with an interesting history and motivation. The character injects an interesting dynamic into the game; he's the only one of these castaways-in-time who actually wants to go back home.

The game gives me a chance to go back to my childhood, when I was a fantastic Who-vian (never missing an episode on the New Jersey Network on Saturday nights, 9:30 PM 'till 11:00 PM). A few friends in the group remember the old series with fondness, so we enjoy reminiscing via roleplaying. Its an exciting experiment, and I look forward to every session.

Progress: game updates and a future for me as a swordfighter

I absolutely promise an update this week.

Subjects I'm going to cover over the next few days:

1: (Gaming) Recent gaming experiments: Dr Who RPG using D20 Modern (what should be the DR of a Cyberman?).

2: (Gaming) Higher-level D&D: my challenge at keeping it fun, as well as having appropriate-powered challenges.

3: (SCA) Historical Swordsmanship: My first steps at designing a set of lessons based around Capo Ferro's rapier manual. Also, some news about my future in swordfigting.

I'll also post little bits and pieces about my game's development. My design work has been sliding a bit; work stresses are keeping me occupied, and unfortunately I haven't had the opportunity to sit down and just bang out all the work I need to right now. At this moment, I'm working on the skills mechanic. The core of the dice mechanic seems to work. I'm working on skill lists and groupings, bare-bones notes of skill descriptions and roles they'd have in the game, and how to integrate skill purchases into character creation.

I think one of my big problems, when it comes to doing game design or focusing on studying historical swrodsmanship, is my lack of focus. I still don't have a solid outline and timetable for my gaming project. My work interpreting swordfigting manuals seems to take a back-burner to other, less intense hobbies. I feel like if I want to make any significant progress in either one, I need to really work out a solid schedule. Right now, I work on both of these in my spare time. I need to treat the game design as a job (which, ultimately, it is...I'd like to see it successful enough to at least make a small profit).

So, I have something like a plan. Part of that plan is to use this blog to help chart my progress. I want to journal the creative process for both the game and swordfighting. It will also help encourage me; I've found that when I see things in print, and get feedback, I'm encouraged to do more. It wakes me up.

So, lets take the next step.

(By the way, I wanted to mention that my wife takes the best photos...the shot of the Cthulhu dice and my portrait were just sone by her...I think she's doing great. I might be able to talk her into taking some pictures of some fencers to post up here, soon).

Wednesday, January 23, 2008

Song...stuck...in...head!

So, Still Alive, the song from the end of Portal, is stuck in my head. Its been there all night, and all morning. I've been humming it all morning.

Have you seen the video on YouTube of the cute chick singing it?

Sunday, January 20, 2008

What, you think there's something wrong with a guy who chose a set of plastic over interaction and socializing with friends?

My budget was a little tight, so I had the choice of either going to an SCA event this weekend, or buy a set of dice.

Guess which I did?



Just look at 'em. Ain't they gorgeous?

They're the Limited Edtition Call of Cthulhu dice from Q-Workshop.

You have to admit, they're darn pretty. I picked them up at Stormwatch Comics in Berlin, NJ. Hell of a great store. You a comics fan? Go there.

I really like the look of these. There's an elder sign on each die (except the D4), taking the place of the high-number.

My next step is to get one of Q-Workshop's dice-cups.

Thursday, January 17, 2008

Fencing practice after-action report

I had a fantastic fencing practice last night. I got a great deal out of two fights and an evening of discussion and looking through a manual. A good amount of the evening was devoted to working our way through a very small section of a Renaissance fencing manual (Duncan, Lissa...who was the author, again?). We took a close look at the way a particular maneuver was described, and tried different variations...the usual stuff you should be doing when working with the interpretation of a fencing manual. Very enjoyable.

I talked with a couple of people about how they fight, and it helped alot. Often, I don't completely see how some people execute some types of attacks, and I get stumped. I learned more about body movement and directions of attacks out of a small conversation.

The sitting and talking about how we fence helped me a great deal. This was exactly the night I needed to re-energize me to fence more.

Tuesday, January 15, 2008

Book Shopping Saturday


It was a big weekend for gaming. On Saturday, I went down to Between Books in Delaware for a big book-shopping trip with a couple of friends. I haven't been there in five years or so, and was very much looking forward to the trip I usually find some hidden gems there. Last time I was there, I got some good books for historical weapons research. The time before that, I started my Traveler collection.

I picked up some beautiful books this time around. Here's a shot of most of my haul. I ended up with:
  • Chill. I haven't seen a copy of Chill in ages. Its a great horror RPG. Since I cut my teeth on Call of Cthulhu and Vampire: the Masquerade, I never really got a chance to experience Chill. I'm excited to crack this open and give it a try.
  • Move Under Ground was recommended by the store owner. It was pitched to me as "Keroac meets Cthulhu." I couldn't pass it up. Haven't gotten to open it yet.
  • The Tales of Inspector Legrasse: I got a copy autographed by the author. Its more tales of supernatural investigation. I've never been disappointed by C.J. Henderson, so I'm excited to get the chance to read this.
  • H.P. Lovecraft's Worlds of Cthulhu number 5. Its a magazine (kind of) devoted to CoC gaming. I have the previous four, and think they're fantastic. They're a great resource for Cthulhu gaming.
  • VS. Outlaws: This is just AWESOME. Its not even a gaming book; its just a fold-out pamphlet. Ronin Arts released it; they offer it on their website (and offer a discount if you buy multiple copies). Best three bucks I could spend.
And then, there were the dice. Just look at these babies.



Yeah, good book weekend.

Wednesday, January 9, 2008

I have this in a frame over my desk

As a historical fencer and Renaissance martial artist, I can think of nothing more satisfying than to simply declare, "Yes, I am a swordsman."
John Clements

Its a small bit of inspiration, and it helps.

Monday, January 7, 2008

Game design inspired by my players

I had a good game yesterday evening with my every-other-Sunday-its-kind-of-like-Star-Wars-RPG-but-not-really group. Better than half of the group requested I run Star Wars again (we'd just ended a really good year-long campaign), so I made some notes, threw together a custom setting, and decided how I wanted to run the game.

I asked the group what style they wanted to play. They aren't much for thrilling heroics, nor for a military-style game, but really enjoyed the underworld/criminal elements I put in the last campaign. They said they wanted the style to be a little more Bourne Identity and a little less swashbuckler-ly.

So, I cheated, They think they're playing Star Wars. They're really playing Cyberpunk.

I let them in on the secret when we sat down for our character creation session...that I was burned-out on Star Wars for the time being, and when I do SW, I really love running games in the Rebellion era. So, to spice things up a bit, I made the campaign setting a little grittier, a little tougher, and a little more remote.

The first thing I did, once I decided on the feel of the campaign, was write up a couple of pages of setting notes for the group. I mailed them out to everyone a week before the character creation session. The setting is very remote (compared to other locales in the Star Wars universe), and doesn't do much "business" with the Republic (I'm setting the game a couple of hundred years before Episode 1). To my surprise, everyone created characters from the remote setting, and didn't have them have much contact with the rest of the Republic. I took this as an approval of not only my setting, but an acknowledgment that this wasn't going to be your traditional Star Wars RPG.

I've discovered a few elements that really make my recent campaigns any type of success:

1: Character creation sessions happen before any dice hit the table. These are just plain necessary now. Everyone creates characters together, sharing ideas off one another, creating back-stories off one another, and sharing in kind of a story-creating process. I've found that people are much more willing to share roles and even be a little more revolutionary as to how different roles are portrayed when they get to create everything together.

2: Player input to the types of campaign we should run is necessary. There's nothing worse than when the group thinks the game is going to be run one way, and you're thinking something totally different. This has been my bane as a GM for two decades. I have my image as to what the campaign should feel like, but then so do the players. If everyone isn't on the same page, then the campaign is doomed to failure. I've played and run alot of mood-oriented games (Cyberpunk, Vampire: the Masquerade, for example) that suffered because my image of the campaign setting wasn't near the players' expectations.

So now, I make a point of sitting with the players and asking what kind of setting they're expecting. I share what I want to portray, they share what they want to interact with. The end result is a collaborative setting in which the players feel much more invested.

3: Campaign documents help the players and GM keep the focus of the campaign. Every game I run now has some type of documentation, even if its just a one-page handout. I give some notes about the setting, list some house rules, provide pictures, maps, or diagrams where necessary, mention notable NPC's, and usually describe anything notable about the character creation process. I've found that putting something of a "mission statement" in helps really solidify the campaign. If I'm having trouble focusing on what kind of adventures to create, the mission statement and campaign doc helps keep me in the right direction.

For example, I run a small D&D campaign. I decided, when first creating it, I wanted to have a retro, classic, 1st Edition D&D feel. When I find that the plot is getting too convoluted, or my dungeon design is getting too weird, I remember that I'd said from the beginning that the campaign was supposed to feel "classic." This keeps me designing things with that "classic" influence.

None of these things are really revolutionary. Some of them, though, had to be taught to me (thanks, Eldrich, for the suggestion of "themed parties," that inspired me to have character creation sessions). Some came because if I didn't evolve, I'd never really be happy running a game again.

I keep these elements in mind while I design my own new game system. I'd like to incorporate, into the rules, character creation as a group activity (Spirit of the Century does this remarkably well). I'm thinking about designing campaign creation checklists and documents to help shape groups and campaign settings. Part of the design philosophy behind the settng and rules is based on cooperative storytelling.

A practical application for right now, too: I have an old-west game coming up soon; I'll likely use the Aces and Eights system (its all different kinds of cool), but Deadlands is speaking to me, too. To help me decide, I'm going to throw together some notes, and present them to my potential players, and maybe we can decide together.

Sunday, January 6, 2008

Am I content or am I in a slump? Teaching rapier in the SCA

I got involved in fencing in the SCA completely by accident. I was running a Star Wars role-playing game at a friend's house on Sundays, and he had fencing practice on Sundays, as well. I went to his house early, and we all went to practice. I went just to kill some time and hang out.

One of the fencers there talked to me a little, and eventually dropped a sword into my hand. I expected some kind of French-grip epee, or a pistol-grip foil (I'd seen them in catalogs, and they totally destroyed any desire I had to pick up a fencing sword). Instead, it was a swept-hilted rapier (with a schlager blade, which I'd never seen before). He showed me how to stand, how to advance with it and retreat. It just felt right.

I was hooked.

I've fallen in and out of love with SCA fencing a hundred times. My enthusiasm right now is waning, partially because of medical issues and work stresses. My students really are the reason I make it to practice. My enthusiasm and passion will pick up again, I'm sure, once I spend more time on the lists, once I make it to a few more events.

So, most of my work nowadays is interpreting historical swordfighting manuals. When I teach rapier in the SCA, some of the principals I use come straight from the manuals. I focus on the practical application of those principals...they're a foundation to build from. I've found that to be a pretty strong and effective technique.

So right now, most of my attention is focused on teaching. Once I get some more energy, and feel better, I'll make it to more tournaments to compete. Right now, though, I'm content to teach. When I need to wake up out of my complacency, I just remember the first time I had a sword dropped into my hand, and how it felt just right.

Saturday, January 5, 2008

Chinese Democracy

Back in '94, recording supposedly started for the next Guns 'N Roses album, which would eventually be called Chinese Democracy. By 2008, a handful of songs that are supposedly on the album have been leaked to the public. There's been a Chinese Democracy tour (that was cancelled early, so the band could go back to the studio to finish the album). Axl freaked out when he heard that The Offspring were going to call one of their albums by the same name (with the subtitle, "You Snooze, You Loose"). The album has become a joke...whenever something is taking forever to come out, you might here someone say, "Its supposed to be coming out just before Chinese Democracy."

So, I've been working on this game...I've been designing elements of it for about four years. I can find notes on it scattered in notebooks all over my house. Every now and again, I can find some time to sit and work on it with another person. There's usually a big, groundbreaking moment where that person helps me over a huge hurdle, then the work goes to bed again. I keep saying, "(this part) should be ready to play-test by (February, April, whatever)..." Then life gets in the way, and the project falls into a notebook until I have time and energy to look at it again.

Its my own Chinese Democracy.

I'm not one for New Years resolutions, but this is as good a time as any to re-commit myself to the project. I had a great talk with someone over a week ago that helped me over a big design hurdle. It re-ignited my desire to see the project move ahead. It doesn't feel like its an overwhelming objective...it feels like it can be completed. This is, of course, sometimes the best motivation.

So, here's what I'm pledging for this new year:

At least one hour's work a day on the project. Either writing background material, fudging with the mechanics, talking over concepts...anything to keep the fire going.

A play-test version of the mechanics.

Samples of artwork: I want a few pieces done.

I'll have a solid business model done (regarding distribution, production, etc.).

I'll be posting info about my own personal Chinese Democracy. I won't (because of copyright issues) post actual examples of the mechanics up here. But I'll post information about the design process, maybe some samples of writing, that kind of thing.

I'm excited.

Innaugural post: gaming, SCA, and why not LiveJournal?

So, I've moved here from LiveJournal...I wanted a place to jot down notes on gaming, SCA stuff, and the more fun parts of my life. The LJ is still out there, but most of my work will be here from here foreward.